--- /dev/null
+/*
+Minetest Valleys C
+Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2015 paramat, Matt Gregory
+Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
+
+Based on Valleys Mapgen by Gael de Sailly
+ (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
+and mapgen_v7 by kwolekr and paramat.
+
+Licensing changed by permission of Gael de Sailly.
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+
+#include "mapgen.h"
+#include "voxel.h"
+#include "noise.h"
+#include "mapblock.h"
+#include "mapnode.h"
+#include "map.h"
+#include "content_sao.h"
+#include "nodedef.h"
+#include "voxelalgorithms.h"
+#include "settings.h" // For g_settings
+#include "emerge.h"
+#include "dungeongen.h"
+#include "treegen.h"
+#include "mg_biome.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
+#include "mapgen_valleys.h"
+
+//#undef NDEBUG
+//#include "assert.h"
+
+//#include "util/timetaker.h"
+//#include "profiler.h"
+
+
+//static Profiler mapgen_prof;
+//Profiler *mapgen_profiler = &mapgen_prof;
+
+static FlagDesc flagdesc_mapgen_valleys[] = {
+ {"altitude_chill", MG_VALLEYS_ALT_CHILL},
+ {"cliffs", MG_VALLEYS_CLIFFS},
+ {"fast", MG_VALLEYS_FAST},
+ {"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
+ {"rugged", MG_VALLEYS_RUGGED},
+ {NULL, 0}
+};
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
+ : Mapgen(mapgenid, params, emerge)
+{
+ this->m_emerge = emerge;
+ this->bmgr = emerge->biomemgr;
+
+ //// amount of elements to skip for the next index
+ //// for noise/height/biome maps (not vmanip)
+ this->ystride = csize.X;
+ this->zstride = csize.X * (csize.Y + 2);
+
+ this->biomemap = new u8[csize.X * csize.Z];
+ this->heightmap = new s16[csize.X * csize.Z];
+ this->heatmap = NULL;
+ this->humidmap = NULL;
+
+ MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
+ this->spflags = sp->spflags;
+
+ this->cliff_terrain = (spflags & MG_VALLEYS_CLIFFS);
+ this->fast_terrain = (spflags & MG_VALLEYS_FAST);
+ this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
+ this->rugged_terrain = (spflags & MG_VALLEYS_RUGGED);
+ this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
+
+ this->altitude_chill = sp->altitude_chill;
+ this->cave_water_max_height = sp->cave_water_max_height;
+ this->humidity_adjust = sp->humidity - 50.f;
+ this->humidity_break_point = sp->humidity_break_point;
+ this->lava_max_height = sp->lava_max_height;
+ this->river_depth = sp->river_depth + 1.f;
+ this->river_size = sp->river_size / 100.f;
+ this->temperature_adjust = sp->temperature - 50.f;
+ this->water_features = MYMAX(1, MYMIN(11, 11 - sp->water_features));
+
+ //// 2D Terrain noise
+ noise_cliffs = new Noise(&sp->np_cliffs, seed, csize.X, csize.Z);
+ noise_corr = new Noise(&sp->np_corr, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
+ noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
+ noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
+ noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
+ noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
+ noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
+
+ if (this->fast_terrain)
+ noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
+
+ //// 3D Terrain noise
+ noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
+ noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
+
+ if (!this->fast_terrain)
+ noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
+
+ //// Biome noise
+ noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
+ noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
+ noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
+ noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
+
+ //// Resolve nodes to be used
+ INodeDefManager *ndef = emerge->ndef;
+
+ c_cobble = ndef->getId("mapgen_cobble");
+ c_desert_stone = ndef->getId("mapgen_desert_stone");
+ c_dirt = ndef->getId("mapgen_dirt");
+ c_lava_source = ndef->getId("mapgen_lava_source");
+ c_mossycobble = ndef->getId("mapgen_mossycobble");
+ c_river_water_source = ndef->getId("mapgen_river_water_source");
+ c_sand = ndef->getId("mapgen_sand");
+ c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
+ c_sandstone = ndef->getId("mapgen_sandstone");
+ c_stair_cobble = ndef->getId("mapgen_stair_cobble");
+ c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
+ c_stone = ndef->getId("mapgen_stone");
+ c_water_source = ndef->getId("mapgen_water_source");
+
+ if (c_mossycobble == CONTENT_IGNORE)
+ c_mossycobble = c_cobble;
+ if (c_river_water_source == CONTENT_IGNORE)
+ c_river_water_source = c_water_source;
+ if (c_sand == CONTENT_IGNORE)
+ c_sand = c_stone;
+ if (c_sandstonebrick == CONTENT_IGNORE)
+ c_sandstonebrick = c_sandstone;
+ if (c_stair_cobble == CONTENT_IGNORE)
+ c_stair_cobble = c_cobble;
+ if (c_stair_sandstonebrick == CONTENT_IGNORE)
+ c_stair_sandstonebrick = c_sandstone;
+}
+
+
+MapgenValleys::~MapgenValleys()
+{
+ delete noise_cliffs;
+ delete noise_corr;
+ delete noise_filler_depth;
+ delete noise_heat;
+ delete noise_heat_blend;
+ delete noise_humidity;
+ delete noise_humidity_blend;
+ delete noise_inter_valley_fill;
+ delete noise_inter_valley_slope;
+ delete noise_rivers;
+ delete noise_simple_caves_1;
+ delete noise_simple_caves_2;
+ delete noise_terrain_height;
+ delete noise_valley_depth;
+ delete noise_valley_profile;
+
+ delete[] heightmap;
+ delete[] biomemap;
+}
+
+
+MapgenValleysParams::MapgenValleysParams()
+{
+ spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
+ | MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
+
+ altitude_chill = 90; // The altitude at which temperature drops by 20C.
+ // Water in caves will never be higher than this.
+ cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
+ humidity = 50;
+ // the maximum humidity around rivers in otherwise dry areas
+ humidity_break_point = 65;
+ lava_max_height = 0; // Lava will never be higher than this.
+ river_depth = 4; // How deep to carve river channels.
+ river_size = 5; // How wide to make rivers.
+ temperature = 50;
+ water_features = 3; // How often water will occur in caves.
+
+ np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f);
+ np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f);
+ np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
+ np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
+ np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
+ np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
+ np_simple_caves_1 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), -8402, 3, 0.5f, 2.f);
+ np_simple_caves_2 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), 3944, 3, 0.5f, 2.f);
+ np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
+ np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
+ np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
+ }
+
+
+void MapgenValleysParams::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
+
+ settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
+ settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
+ settings->getS16NoEx("mg_valleys_humidity", humidity);
+ settings->getS16NoEx("mg_valleys_humidity_break_point", humidity_break_point);
+ settings->getS16NoEx("mg_valleys_lava_max_height", lava_max_height);
+ settings->getU16NoEx("mg_valleys_river_depth", river_depth);
+ settings->getU16NoEx("mg_valleys_river_size", river_size);
+ settings->getS16NoEx("mg_valleys_temperature", temperature);
+ settings->getU16NoEx("mg_valleys_water_features", water_features);
+
+ settings->getNoiseParams("mg_valleys_np_cliffs", np_cliffs);
+ settings->getNoiseParams("mg_valleys_np_corr", np_corr);
+ settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
+ settings->getNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
+ settings->getNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
+ settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
+ settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
+ settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+}
+
+
+void MapgenValleysParams::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
+
+ settings->setU16("mg_valleys_altitude_chill", altitude_chill);
+ settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
+ settings->setS16("mg_valleys_humidity", humidity);
+ settings->setS16("mg_valleys_humidity_break_point", humidity_break_point);
+ settings->setS16("mg_valleys_lava_max_height", lava_max_height);
+ settings->setU16("mg_valleys_river_depth", river_depth);
+ settings->setU16("mg_valleys_river_size", river_size);
+ settings->setS16("mg_valleys_temperature", temperature);
+ settings->setU16("mg_valleys_water_features", water_features);
+
+ settings->setNoiseParams("mg_valleys_np_cliffs", np_cliffs);
+ settings->setNoiseParams("mg_valleys_np_corr", np_corr);
+ settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
+ settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
+ settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
+ settings->setNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
+ settings->setNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
+ settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
+ settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
+ settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
+}
+
+
+///////////////////////////////////////
+
+
+void MapgenValleys::makeChunk(BlockMakeData *data)
+{
+ // Pre-conditions
+ assert(data->vmanip);
+ assert(data->nodedef);
+ assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+ data->blockpos_requested.Y >= data->blockpos_min.Y &&
+ data->blockpos_requested.Z >= data->blockpos_min.Z);
+ assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+ data->blockpos_requested.Y <= data->blockpos_max.Y &&
+ data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+ this->generating = true;
+ this->vm = data->vmanip;
+ this->ndef = data->nodedef;
+
+ //TimeTaker t("makeChunk");
+
+ v3s16 blockpos_min = data->blockpos_min;
+ v3s16 blockpos_max = data->blockpos_max;
+ node_min = blockpos_min * MAP_BLOCKSIZE;
+ node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+ full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
+ full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+
+ blockseed = getBlockSeed2(full_node_min, seed);
+
+ // Generate noise maps and base terrain height.
+ calculateNoise();
+
+ // Generate base terrain with initial heightmaps
+ s16 stone_surface_max_y = generateTerrain();
+
+ // Create biomemap at heightmap surface
+ bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
+
+ // Actually place the biome-specific nodes
+ MgStoneType stone_type = generateBiomes(heatmap, humidmap);
+
+ // Cave creation.
+ if (flags & MG_CAVES)
+ generateSimpleCaves(stone_surface_max_y);
+
+ // Dungeon creation
+ if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
+ DungeonParams dp;
+
+ dp.np_rarity = nparams_dungeon_rarity;
+ dp.np_density = nparams_dungeon_density;
+ dp.np_wetness = nparams_dungeon_wetness;
+ dp.c_water = c_water_source;
+ if (stone_type == STONE) {
+ dp.c_cobble = c_cobble;
+ dp.c_moss = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 3.f;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.roomsize = v3s16(0, 0, 0);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ } else if (stone_type == DESERT_STONE) {
+ dp.c_cobble = c_desert_stone;
+ dp.c_moss = c_desert_stone;
+ dp.c_stair = c_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.mossratio = 0.f;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.roomsize = v3s16(2, 5, 2);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else if (stone_type == SANDSTONE) {
+ dp.c_cobble = c_sandstonebrick;
+ dp.c_moss = c_sandstonebrick;
+ dp.c_stair = c_sandstonebrick;
+
+ dp.diagonal_dirs = false;
+ dp.mossratio = 0.f;
+ dp.holesize = v3s16(2, 2, 2);
+ dp.roomsize = v3s16(2, 0, 2);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
+
+ DungeonGen dgen(this, &dp);
+ dgen.generate(blockseed, full_node_min, full_node_max);
+ }
+
+ // Generate the registered decorations
+ if (flags & MG_DECORATIONS)
+ m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
+
+ // Generate the registered ores
+ m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
+
+ // Sprinkle some dust on top after everything else was generated
+ dustTopNodes();
+
+ //TimeTaker tll("liquid_lighting");
+
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+ if (flags & MG_LIGHT)
+ calcLighting(
+ node_min - v3s16(0, 1, 0),
+ node_max + v3s16(0, 1, 0),
+ full_node_min,
+ full_node_max);
+
+ //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
+ //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
+
+ this->generating = false;
+}
+
+
+// Populate the noise tables and do most of the
+// calculation necessary to determine terrain height.
+void MapgenValleys::calculateNoise()
+{
+ //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
+
+ int x = node_min.X;
+ int y = node_min.Y - 1;
+ int z = node_min.Z;
+
+ //TimeTaker tcn("actualNoise");
+
+ noise_filler_depth->perlinMap2D(x, z);
+ noise_heat_blend->perlinMap2D(x, z);
+ noise_heat->perlinMap2D(x, z);
+ noise_humidity_blend->perlinMap2D(x, z);
+ noise_humidity->perlinMap2D(x, z);
+ noise_inter_valley_slope->perlinMap2D(x, z);
+ noise_rivers->perlinMap2D(x, z);
+ noise_terrain_height->perlinMap2D(x, z);
+ noise_valley_depth->perlinMap2D(x, z);
+ noise_valley_profile->perlinMap2D(x, z);
+
+ if (fast_terrain) {
+ // Make this 2D for speed, if requested.
+ noise_inter_valley_fill->perlinMap2D(x, z);
+
+ if (cliff_terrain)
+ noise_cliffs->perlinMap2D(x, z);
+ if (rugged_terrain)
+ noise_corr->perlinMap2D(x, z);
+ } else {
+ noise_inter_valley_fill->perlinMap3D(x, y, z);
+ }
+
+ if (flags & MG_CAVES) {
+ noise_simple_caves_1->perlinMap3D(x, y, z);
+ noise_simple_caves_2->perlinMap3D(x, y, z);
+ }
+
+ //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
+
+ for (s32 index = 0; index < csize.X * csize.Z; index++) {
+ noise_heat->result[index] += noise_heat_blend->result[index];
+ noise_heat->result[index] += temperature_adjust;
+ noise_humidity->result[index] += noise_humidity_blend->result[index];
+ }
+
+ TerrainNoise tn;
+
+ u32 index = 0;
+ for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
+ for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
+ // The parameters that we actually need to generate terrain
+ // are passed by address (and the return value).
+ tn.terrain_height = noise_terrain_height->result[index];
+ // River noise is replaced with base terrain, which
+ // is basically the height of the water table.
+ tn.rivers = &noise_rivers->result[index];
+ // Valley depth noise is replaced with the valley
+ // number that represents the height of terrain
+ // over rivers and is used to determine about
+ // how close a river is for humidity calculation.
+ tn.valley = &noise_valley_depth->result[index];
+ tn.valley_profile = noise_valley_profile->result[index];
+ // Slope noise is replaced by the calculated slope
+ // which is used to get terrain height in the slow
+ // method, to create sharper mountains.
+ tn.slope = &noise_inter_valley_slope->result[index];
+ tn.inter_valley_fill = noise_inter_valley_fill->result[index];
+ tn.cliffs = noise_cliffs->result[index];
+ tn.corr = noise_corr->result[index];
+
+ // This is the actual terrain height.
+ float mount = terrainLevelFromNoise(&tn);
+ noise_terrain_height->result[index] = mount;
+
+ if (fast_terrain) {
+ // Assign humidity adjusted by water proximity.
+ // I can't think of a reason why a mod would expect base humidity
+ // from noise or at any altitude other than ground level.
+ noise_humidity->result[index] = humidityByTerrain(
+ noise_humidity->result[index],
+ mount,
+ noise_rivers->result[index],
+ noise_valley_depth->result[index]);
+
+ // Assign heat adjusted by altitude. See humidity, above.
+ if (use_altitude_chill && mount > 0.f)
+ noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
+ }
+ }
+
+ heatmap = noise_heat->result;
+ humidmap = noise_humidity->result;
+}
+
+
+// This keeps us from having to maintain two similar sets of
+// complicated code to determine ground level.
+float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
+{
+ float inter_valley_slope = *tn->slope;
+
+ // The square function changes the behaviour of this noise:
+ // very often small, and sometimes very high.
+ float valley_d = pow(*tn->valley, 2);
+
+ // valley_d is here because terrain is generally higher where valleys
+ // are deep (mountains). base represents the height of the
+ // rivers, most of the surface is above.
+ float base = tn->terrain_height + valley_d;
+
+ // "river" represents the distance from the river, in arbitrary units.
+ float river = fabs(*tn->rivers) - river_size;
+
+ // Use the curve of the function 1−exp(−(x/a)²) to model valleys.
+ // Making "a" vary (0 < a ≤ 1) changes the shape of the valleys.
+ // Try it with a geometry software !
+ // (here x = "river" and a = valley_profile).
+ // "valley" represents the height of the terrain, from the rivers.
+ *tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
+
+ // approximate height of the terrain at this point
+ float mount = base + *tn->valley;
+
+ *tn->slope *= *tn->valley;
+
+ // Rivers are placed where "river" is negative, so where the original
+ // noise value is close to zero.
+ // Base ground is returned as rivers since it's basically the water table.
+ *tn->rivers = base;
+ if (river < 0.f) {
+ // Use the the function −sqrt(1−x²) which models a circle.
+ float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
+
+ // base - depth : height of the bottom of the river
+ // water_level - 2 : don't make rivers below 2 nodes under the surface
+ u16 min_bottom = 2;
+ if (!fast_terrain)
+ min_bottom = 6;
+ mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
+
+ // Slope has no influence on rivers.
+ *tn->slope = 0.f;
+ }
+
+ if (fast_terrain) {
+ // The penultimate step builds up the heights, but we reduce it
+ // occasionally to create cliffs.
+ float delta = sin(tn->inter_valley_fill) * *tn->slope;
+ if (cliff_terrain && tn->cliffs >= 0.2f)
+ mount += delta * 0.66f;
+ else
+ mount += delta;
+
+ // Use yet another noise to make the heights look more rugged.
+ if (rugged_terrain
+ && mount > water_level
+ && fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
+ mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
+ }
+
+ return mount;
+}
+
+
+// This avoids duplicating the code in terrainLevelFromNoise, adding
+// only the final step of terrain generation without a noise map.
+float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
+{
+ float mount = terrainLevelFromNoise(tn);
+
+ if (!fast_terrain) {
+ for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
+ float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
+
+ if (fill * *tn->slope <= y - mount) {
+ mount = fmax(y - 1, mount);
+ break;
+ }
+ }
+ }
+
+ return mount;
+}
+
+
+float MapgenValleys::humidityByTerrain(
+ float humidity_base,
+ float mount,
+ float rivers,
+ float valley)
+{
+ // Although the original valleys adjusts humidity by distance
+ // from seawater, this causes problems with the default biomes.
+ // Adjust only by freshwater proximity.
+ float humidity = humidity_base + humidity_adjust;
+
+ if (humid_rivers && mount > water_level) {
+ // Offset to make everything average the same.
+ humidity -= (humidity_break_point - humidity_adjust) / 3.f;
+
+ // This method is from the original lua.
+ float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
+ // This adds humidity next to rivers and lakes.
+ float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
+ // Combine the two.
+ float water = water_table + (1.f - water_table) * river_water;
+ humidity = fmax(humidity, (humidity_break_point * water));
+ }
+
+ return humidity;
+}
+
+
+inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
+{
+ // Base terrain calculation
+ return terrainLevelAtPoint(p.X, p.Y);
+}
+
+
+float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
+{
+ TerrainNoise tn;
+
+ float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
+ float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
+ float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
+
+ tn.x = x;
+ tn.z = z;
+ tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
+ tn.rivers = &rivers;
+ tn.valley = &valley;
+ tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
+ tn.slope = &inter_valley_slope;
+ tn.inter_valley_fill = 0.f;
+ tn.cliffs = 0.f;
+ tn.corr = 0.f;
+
+ if (fast_terrain) {
+ tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
+
+ if (cliff_terrain)
+ tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
+ if (rugged_terrain)
+ tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
+ }
+
+ return adjustedTerrainLevelFromNoise(&tn);
+}
+
+
+int MapgenValleys::generateTerrain()
+{
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_river_water(c_river_water_source);
+ MapNode n_sand(c_sand);
+ MapNode n_stone(c_stone);
+ MapNode n_water(c_water_source);
+
+ v3s16 em = vm->m_area.getExtent();
+ s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index_2d = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+ s16 river_y = round(noise_rivers->result[index_2d]);
+ s16 surface_y = round(noise_terrain_height->result[index_2d]);
+ float slope = noise_inter_valley_slope->result[index_2d];
+
+ heightmap[index_2d] = surface_y;
+
+ if (surface_y > surface_max_y)
+ surface_max_y = surface_y;
+
+ u32 index_3d = 0;
+ if (!fast_terrain)
+ index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
+
+ u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
+
+ // Mapgens concern themselves with stone and water.
+ for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
+ float fill = 0.f;
+ if (!fast_terrain)
+ fill = noise_inter_valley_fill->result[index_3d];
+
+ if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
+ bool river = (river_y > surface_y);
+
+ if (river && y == surface_y) {
+ // river bottom
+ vm->m_data[index_data] = n_sand;
+ } else if ((fast_terrain || river) && y <= surface_y) {
+ // ground
+ vm->m_data[index_data] = n_stone;
+ } else if (river && y < river_y) {
+ // river
+ vm->m_data[index_data] = n_river_water;
+ } else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
+ // ground (slow method)
+ vm->m_data[index_data] = n_stone;
+ heightmap[index_2d] = surface_max_y = y;
+ } else if (y <= water_level) {
+ // sea
+ vm->m_data[index_data] = n_water;
+ } else {
+ vm->m_data[index_data] = n_air;
+ }
+ }
+
+ vm->m_area.add_y(em, index_data, 1);
+ if (!fast_terrain)
+ index_3d += ystride;
+ }
+
+ if (!fast_terrain) {
+ // Assign the humidity adjusted by water proximity.
+ noise_humidity->result[index_2d] = humidityByTerrain(
+ noise_humidity->result[index_2d],
+ surface_max_y,
+ noise_rivers->result[index_2d],
+ noise_valley_depth->result[index_2d]);
+
+ // Assign the heat adjusted by altitude. See humidity, above.
+ if (use_altitude_chill && surface_max_y > 0)
+ noise_heat->result[index_2d]
+ *= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
+ }
+ }
+
+ return surface_max_y;
+}
+
+
+MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
+{
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+ MgStoneType stone_type = STONE;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = NULL;
+ u16 depth_top = 0;
+ u16 base_filler = 0;
+ u16 depth_water_top = 0;
+ u32 vi = vm->m_area.index(x, node_max.Y, z);
+
+ // Check node at base of mapchunk above, either a node of a previously
+ // generated mapchunk or if not, a node of overgenerated base terrain.
+ content_t c_above = vm->m_data[vi + em.X].getContent();
+ bool air_above = c_above == CONTENT_AIR;
+ bool water_above = (c_above == c_water_source);
+
+ // If there is air or water above enable top/filler placement, otherwise force
+ // nplaced to stone level by setting a number exceeding any possible filler depth.
+ u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
+
+ for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+ content_t c = vm->m_data[vi].getContent();
+
+ // Biome is recalculated each time an upper surface is detected while
+ // working down a column. The selected biome then remains in effect for
+ // all nodes below until the next surface and biome recalculation.
+ // Biome is recalculated:
+ // 1. At the surface of stone below air or water.
+ // 2. At the surface of water below air.
+ // 3. When stone or water is detected but biome has not yet been calculated.
+ if ((c == c_stone && (air_above || water_above || !biome))
+ || ((c == c_water_source || c == c_river_water_source)
+ && (air_above || !biome))) {
+ // Both heat and humidity have already been adjusted for altitude.
+ biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
+
+ depth_top = biome->depth_top;
+ base_filler = MYMAX(depth_top
+ + biome->depth_filler
+ + noise_filler_depth->result[index], 0.f);
+ depth_water_top = biome->depth_water_top;
+
+ // Detect stone type for dungeons during every biome calculation.
+ // This is more efficient than detecting per-node and will not
+ // miss any desert stone or sandstone biomes.
+ if (biome->c_stone == c_desert_stone)
+ stone_type = DESERT_STONE;
+ else if (biome->c_stone == c_sandstone)
+ stone_type = SANDSTONE;
+ }
+
+ if (c == c_stone) {
+ content_t c_below = vm->m_data[vi - em.X].getContent();
+
+ // If the node below isn't solid, make this node stone, so that
+ // any top/filler nodes above are structurally supported.
+ // This is done by aborting the cycle of top/filler placement
+ // immediately by forcing nplaced to stone level.
+ if (c_below == CONTENT_AIR
+ || c_below == c_water_source
+ || c_below == c_river_water_source)
+ nplaced = U16_MAX;
+
+ if (nplaced < depth_top) {
+ vm->m_data[vi] = MapNode(biome->c_top);
+ nplaced++;
+ } else if (nplaced < base_filler) {
+ vm->m_data[vi] = MapNode(biome->c_filler);
+ nplaced++;
+ } else {
+ vm->m_data[vi] = MapNode(biome->c_stone);
+ }
+
+ air_above = false;
+ water_above = false;
+ } else if (c == c_water_source) {
+ vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
+ ? biome->c_water_top : biome->c_water);
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = false;
+ water_above = true;
+ } else if (c == c_river_water_source) {
+ vm->m_data[vi] = MapNode(biome->c_river_water);
+ nplaced = U16_MAX; // Sand was already placed under rivers.
+ air_above = false;
+ water_above = true;
+ } else if (c == CONTENT_AIR) {
+ nplaced = 0; // Enable top/filler placement for next surface
+ air_above = true;
+ water_above = false;
+ } else { // Possible various nodes overgenerated from neighbouring mapchunks
+ nplaced = U16_MAX; // Disable top/filler placement
+ air_above = false;
+ water_above = false;
+ }
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+ }
+
+ return stone_type;
+}
+
+
+void MapgenValleys::dustTopNodes()
+{
+ if (node_max.Y < water_level)
+ return;
+
+ v3s16 em = vm->m_area.getExtent();
+ u32 index = 0;
+
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
+
+ if (biome->c_dust == CONTENT_IGNORE)
+ continue;
+
+ u32 vi = vm->m_area.index(x, full_node_max.Y, z);
+ content_t c_full_max = vm->m_data[vi].getContent();
+ s16 y_start;
+
+ if (c_full_max == CONTENT_AIR) {
+ y_start = full_node_max.Y - 1;
+ } else if (c_full_max == CONTENT_IGNORE) {
+ vi = vm->m_area.index(x, node_max.Y + 1, z);
+ content_t c_max = vm->m_data[vi].getContent();
+
+ if (c_max == CONTENT_AIR)
+ y_start = node_max.Y;
+ else
+ continue;
+ } else {
+ continue;
+ }
+
+ vi = vm->m_area.index(x, y_start, z);
+ for (s16 y = y_start; y >= node_min.Y - 1; y--) {
+ if (vm->m_data[vi].getContent() != CONTENT_AIR)
+ break;
+
+ vm->m_area.add_y(em, vi, -1);
+ }
+
+ content_t c = vm->m_data[vi].getContent();
+ if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
+ vm->m_area.add_y(em, vi, 1);
+ vm->m_data[vi] = MapNode(biome->c_dust);
+ }
+ }
+}
+
+
+void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
+{
+ PseudoRandom ps(blockseed + 72202);
+
+ MapNode n_air(CONTENT_AIR);
+ MapNode n_dirt(c_dirt);
+ MapNode n_lava(c_lava_source);
+ MapNode n_water(c_river_water_source);
+
+ v3s16 em = vm->m_area.getExtent();
+
+ s16 base_water_chance = 0;
+ if (water_features < 11)
+ base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
+
+ if (max_stone_y >= node_min.Y) {
+ u32 index_2d = 0;
+ u32 index_3d = 0;
+ for (s16 z = node_min.Z; z <= node_max.Z; z++)
+ for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
+ bool air_above = false;
+ //bool underground = false;
+ u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
+
+ index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
+
+ // Dig caves on down loop to check for air above.
+ for (s16 y = node_max.Y + 1;
+ y >= node_min.Y - 1;
+ y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
+ float terrain = noise_terrain_height->result[index_2d];
+
+ // Saves some time and prevents removing above ground nodes.
+ if (y > terrain + 1) {
+ air_above = true;
+ continue;
+ }
+
+ content_t c = vm->m_data[index_data].getContent();
+ bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
+ bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
+
+ // River water is (foolishly) not set as ground content
+ // in the default game. This can produce strange results
+ // when a cave undercuts a river. However, that's not for
+ // the mapgen to correct. Fix it in lua.
+
+ if (c == CONTENT_AIR) {
+ air_above = true;
+ } else if (n1 && n2 && ndef->get(c).is_ground_content) {
+ // When both n's are true, we're in a cave.
+ vm->m_data[index_data] = n_air;
+ air_above = true;
+ } else if (air_above
+ && (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
+ // At the cave floor
+ s16 sr = ps.next() & 1023;
+ u32 j = index_data;
+ vm->m_area.add_y(em, j, 1);
+
+ if (sr > (terrain - y) * 25) {
+ // Put dirt in caves near the surface.
+ Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
+ vm->m_data[index_data] = MapNode(biome->c_filler);
+ } else {
+ s16 lava_chance = 0;
+
+ if (y <= lava_max_height && c == c_stone) {
+ // Lava spawns increase with depth.
+ lava_chance = ceil((lava_max_height - y + 1) / 10000);
+
+ if (sr < lava_chance)
+ vm->m_data[j] = n_lava;
+ }
+
+ if (base_water_chance > 0 && y <= cave_water_max_height) {
+ s16 water_chance = base_water_chance
+ - (abs(y - water_level) / (water_features * 1000));
+
+ // Waterfalls may get out of control above ground.
+ sr -= lava_chance;
+ // If sr < 0 then we should have already placed lava --
+ // don't immediately dump water on it.
+ if (sr >= 0 && sr < water_chance)
+ vm->m_data[j] = n_water;
+ }
+ }
+
+ air_above = false;
+ }
+
+ // If we're not in a cave, there's no open space.
+ if (!(n1 && n2))
+ air_above = false;
+ }
+ }
+ }
+}